• What are you working on? v66 - February 2017
    558 replies, posted
I've been on waywo for a couple years now but I have no recollection of verideth. Can someone enlighten me?
[img]http://i.imgur.com/L9uWOsG.png[/img]
Yes ok it's been 3 hours but I don't get it.
[QUOTE=WTF Nuke;51830359]Yes ok it's been 3 hours but I don't get it.[/QUOTE] I think he just copy-pasted code from somewhere else together in like 3 hours and is now trying to claim it's his? That's my interpretation.
[QUOTE=WTF Nuke;51830359]Yes ok it's been 3 hours but I don't get it.[/QUOTE] Why would you even put it in the readme file unless you were bragging about it. :v:
He created the repository on 12th February, and commited "the fact that he has been working on the project for 3 hours" on 13th February. Not to mention commits on 14th and 16th February. I'm kind of bothered by the whole thing [I]but i can't seem to pinpoint why.[/I] [editline]16th February 2017[/editline] The repo was created on 12th February 08:26 CET and updated with "been working on for ~3 hours" on 13th February 21:50 CET to be more precise.
I made a shitty meme creation feature for my discord bot. So far, it's produced a whole load of shit. [t]http://i.imgur.com/ZOJjS7Y.png[/t]
[QUOTE=MeepDarknessM;51828747]So our friendly neighborhood alt maker Verideth finally released his [url=https://github.com/Verideth/Voxel]Voxel Engine[/url]! Unfortunately it's [url=http://glua.site/verideth.html]not his[/url] and won't admit it.[/QUOTE] Can't you keep your childish bullshit out of WAYWO? It's really bothering me. If you can't stop paying attention to the obvious troll you can at least spare the rest of us.
[QUOTE=DrDevil;51830740]Can't you keep your childish bullshit out of WAYWO? It's really bothering me. If you can't stop paying attention to the obvious troll you can at least spare the rest of us.[/QUOTE] I think it's fine as long as we stop at "haha, that's silly" and move on rather than having a bunch of spin-off discussion about why it's dumb
I created a basic navmesh system for path-finding entities for my SDL2 game. I haven't made any refinements. For example, when traveling from box navmesh to box navmesh, the entities don't try and "cut around the corners" for the shortest route if you know what I mean. I'll have a go at that, with a bit of a random fudge factor to make it look a bit more normal. Anyone have any tips on that one? [IMG]http://i.imgur.com/nxXBL5q.jpg[/IMG] I know the navmesh bounds don't have any relation to the terrain, I just don't have any other good top down assets for the rooms yet. --- I don't know much about the whole Verideth affair, but as annoying as he may be the truth is allot of "script kiddies" or whatever you like to call them learn from that ctrl-c-ctr-v in combination with tweaking. That was my first experience with programming a couple of years ago anyway, and at that age I had no interest in reading a related book. I just liked to muck about and experiment, and I'm sure it's the same for allot of people. I guess most just don't post about it and try and claim it as their own.
[QUOTE=MeepDarknessM;51828747]So our friendly neighborhood alt maker Verideth finally released his [url=https://github.com/Verideth/Voxel]Voxel Engine[/url]! Unfortunately it's [url=http://glua.site/verideth.html]not his[/url] and won't admit it.[/QUOTE] Hi! I'm sorry you feel that way about my engine. I can assure you its not 100% "copy-pasted" code. Me and my friend wrote it! I feel the need to express how I feel about your thought on this, because now you're just being childish. People come on WAYWO to show off work, not to post about, in your words a "neighborhood alt maker known as Verideth". If theres anything I can do to apparently change your opinion, please, take it to the PMs, and not publicly. Thanks! :) Also, I'm sorry if I pissed you off with those comments I made. If theres anything I can do to make you happy, please, tell me :) [editline]16th February 2017[/editline] [QUOTE=Icedshot;51828841]Some quality code there in one of the files [url]https://github.com/lokeshguddu/OpenGL/blob/28f57a2354ba93d56c82249bfe93a3b1aeb51e90/assimp/bin/Debug/opengl.cpp#L140[/url] [cpp]if(1000.0/30>SDL_GetTicks()-start) SDL_Delay(1000.0/30-(SDL_GetTicks()-start));[/cpp] If rendering took less than 33ms (30fps), delay until that amount of time. *twitches internally*. Even if you were going to do lockstep this is still the worst way to do it, you're delaying 33ms after rendering rather than delaying just before rendering (which means that any game logic in the future will massively slow down your game). Even then, your game process/thread/function should run lockstep, and then do rendering with interpolation/prediction. Or just anything other than this. I really don't know why you would build a lockstep game, unless you really just love 30fps Not verideths code though, that seems fine in terms of render loops at least. Although I have to say, I really struggle to care about someone borrowing terrain gen and gl init code, its the most generic boring code there is. Terrain gen particularly (random functions) are often very cargo culty and direct c+p is often the best bet. On top of that, I'd flat out nick someone elses code if i needed to do cl/gl init, and I have in the past (with attribution these days, but not back when I was newer at coding and less commercially minded) For an interesting explanation of why some terrain gen functions work well (perlin turbulence), there's an interesting paper where they essentially rederive a perlin noise turbulence function but from a physical perspective, if you want to kick some of that cargo cult in the face [url]https://www.cs.cornell.edu/~tedkim/wturb/wavelet_turbulence.pdf[/url][/QUOTE] Thanks for the kind words! I'm truly sorry to all of you for this inconvenience. [editline]16th February 2017[/editline] [QUOTE=gayNightOwl;51830836] I don't know much about the whole Verideth affair, but as annoying as he may be the truth is allot of "script kiddies" or whatever you like to call them learn from that ctrl-c-ctr-v in combination with tweaking. That was my first experience with programming a couple of years ago anyway, and at that age I had no interest in reading a related book. I just liked to muck about and experiment, and I'm sure it's the same for allot of people. I guess most just don't post about it and try and claim it as their own.[/QUOTE] Hey! Thanks for these comments and quality feedback! I'm really sorry about this whole ordeal, but if it makes you guys feel better, the term "script kiddy", or in your words "idiot" is actually a friendly term in my words! It more or less means that I'm new to what I do, not a complete dick about it. [B]Enough of this unneeded words[/B] I just wanna say aswell, great job to all of you! I'm really proud to see you guys working so hard!
It's okay to use other people's code in your project (as long as the code is licensed in a way that permits it), but please at least add a comment referencing the original author.
[QUOTE=Ziks;51831064]It's okay to use other people's code in you project (as long as the code is licensed in a way that permits it), but please at least add a comment referencing the original author.[/QUOTE] I did :) If you go into my code, you'll see I commented the lines of the ACTUAL code I used. Credits to hopson and sonar systems :)
[QUOTE=Jack Parsons;51831070]I did :) If you go into my code, you'll see I commented the lines of the ACTUAL code I used. Credits to hopson and sonar systems :)[/QUOTE] Alright, good luck with the rest of the project then! Be sure to add the attributions at the same time you add the pasted code though, it's a good habit to get into rather than waiting until someone else notices.
[QUOTE=Ziks;51831089]Alright, good luck with the rest of the project then![/QUOTE] Thanks Ziks! Good luck with all of the things you ever do for the rest of your life! You're so good, I look up to you! :)
[img]http://files.facepunch.com/ziks/2017/February/16/2017-02-16_14-24-21.gif[/img]
Rewrote my [URL="https://github.com/Sidneys1/GFSM/"]finite state machine library[/URL] to be a lot cleaner and easier to set up. Now you can just use C# attributes to define transitions: [code] [Transition("key", typeof(MyOtherState))] class MyState : IState { public void Enter() {} public void Leave() {} } [Transision("end", null)] class MyOtherState : IState { ... } [/code] And you create the state machine taking the initial state as a generic, and it builds the whole network: [code] var fsm = new FiniteStateMachine<MyState>(); fsm.DoTransition("key"); fsm.DoTransition("end"); [/code] [editline]16th February 2017[/editline] Except it's not really a finite state machine? I'm not sure of the terminology but it's like, a stack-based semi-finite state machine...
[QUOTE=Perl;51830773]I think it's fine as long as we stop at "haha, that's silly" and move on rather than having a bunch of spin-off discussion about why it's dumb[/QUOTE] I'm kinda bummed tbh, I'm too gullible about stuff like this. I wanted to believe, I guess? CMake is super neat, for setting up projects! Its a tremendous pain in the ass to figure out at first, but I've been moving my work project to it since (iirc) NASA wants a cross-compiliable source package for the final release, plus I wanted to start playing with clang-check and all of that. The only problem with CMake is that it still feels super complex, partially because of its adaptable nature and all. I already have like 3 sets of "add_executable" based on generator alone. And it, in turn, is requiring me to restructure parts of my project. Especially the precompiled headers and how I include all of that stuff, the one other C++ dev at work is on my ass about that. Speaking of which, said C++ dev is super smart and super capable and has offered to look at my source code when he has time in a few days. I'm [I]terrified[/I], but also kinda excited because it'll be a great chance to learn and improve my code, and I haven't had a chance like that yet! [editline]edit[/editline] oh god I totally forgot about having to recompile boost for linux/unix :v
Asset finally got approved! Exciting day: [video=youtube;ZKz65z1ItX0]https://www.youtube.com/watch?v=ZKz65z1ItX0[/video] [url]https://www.assetstore.unity3d.com/en/#!/content/81638[/url]
[QUOTE=phygon;51832021]Asset finally got approved! Exciting day: [video=youtube;ZKz65z1ItX0]https://www.youtube.com/watch?v=ZKz65z1ItX0[/video] [url]https://www.assetstore.unity3d.com/en/#!/content/81638[/url][/QUOTE] Great video with great content! I might even buy it just to help support you, because this is such a good asset. Keep it up! :)
[QUOTE=Jack Parsons;51832028]Great video with great content! I might even buy it just to help support you, because this is such a good asset. Keep it up! :)[/QUOTE] Thanks! And you keep it up as well, learn from the code of others that you're using and you should be able to make your own stuff without having to borrow code in no time.
[QUOTE=phygon;51832060]Thank you, mysterious new friendly account that looks like self-promotion[/QUOTE] This is Verideth, I'm not a self promotion (LOL), but yea. Its really neat, and I might buy it!
[QUOTE=paindoc;51831955]I'm kinda bummed tbh, I'm too gullible about stuff like this. I wanted to believe, I guess? CMake is super neat, for setting up projects! Its a tremendous pain in the ass to figure out at first, but I've been moving my work project to it since (iirc) NASA wants a cross-compiliable source package for the final release, plus I wanted to start playing with clang-check and all of that. The only problem with CMake is that it still feels super complex, partially because of its adaptable nature and all. I already have like 3 sets of "add_executable" based on generator alone. And it, in turn, is requiring me to restructure parts of my project. Especially the precompiled headers and how I include all of that stuff, the one other C++ dev at work is on my ass about that. Speaking of which, said C++ dev is super smart and super capable and has offered to look at my source code when he has time in a few days. I'm [I]terrified[/I], but also kinda excited because it'll be a great chance to learn and improve my code, and I haven't had a chance like that yet! [editline]edit[/editline] oh god I totally forgot about having to recompile boost for linux/unix :v[/QUOTE] If CMake isn't a requirement, you might also want to try and give Premake a try, it's actually more powerful in many ways and way less painful to work with. Writing build scripts in Lua is really nice.
[QUOTE=phygon;51832060] And you keep it up as well, learn from the code of others that you're using and you should be able to make your own stuff without having to borrow code in no time.[/QUOTE] Yes! Totally! I learnt so much from that voxel engine, I hope to remake it with little to no usage of others source this time! Probably about 5% - 10% of that voxel engine wasn't mine which is a new feat for me! It really makes me happy to see my getting so much better! :D
[QUOTE=Jack Parsons;51832140]Yes! Totally! I learnt so much from that voxel engine, I hope to remake it with little to no usage of others source this time! Probably about 5% - 10% of that voxel engine wasn't mine which is a new feat for me! It really makes me happy to see my getting so much better! :D[/QUOTE] This is WAYWO, we don't need you to be every second post. Post content, not meta bullshit about yourself, or stfu.
Also, I hate to do this but it worked extremely well last time (when I announced it before it was approved like a dumbass); if just a few of you could lend me your power to get the ball rolling on this (nothing crazy), I'd be EXTREMELY appreciative. Getting posts out of the new section on the unity subforum is extremely hard and, well, I'd like to see the hype that got thrown into the hole in the first post get resurrected. [url]https://www.reddit.com/r/Unity3D/comments/5uh10h/portalkitpro_easy_portals_in_vr_and_other/[/url]
[QUOTE=phygon;51832216]Also, I hate to do this but it worked extremely well last time (when I announced it before it was approved like a dumbass); if just a few of you could lend me your power to get the ball rolling on this (nothing crazy), I'd be EXTREMELY appreciative. Getting posts out of the new section on the unity subforum is extremely hard [url]https://www.reddit.com/r/Unity3D/comments/5uh10h/portalkitpro_easy_portals_in_vr_and_other/[/url][/QUOTE] [IMG]http://i.imgur.com/2p2IJkM.png[/IMG] Merry christmas!
[QUOTE=Topgamer7;51832201]This is WAYWO, we don't need you to be every second post. Post content, not meta bullshit about yourself, or stfu.[/QUOTE] Jeez, sorry. No need to freak out! I was just saying nice job, and saying I learnt a lot from my last project :)
[url]http://meetingcpp.com/index.php/br/items/c-proposals-please.html[/url] Some good looking proposals there. I'm particularly interested in reflection and dynamic library load support. Modules is of course always nice, but that's been dragging on for a while now.
[QUOTE='[aL`H]solokiller`og;51832474'][url]http://meetingcpp.com/index.php/br/items/c-proposals-please.html[/url] Some good looking proposals there. I'm particularly interested in reflection and dynamic library load support. Modules is of course always nice, but that's been dragging on for a while now.[/QUOTE] Hmmm what specifically are you interested in regarding dynamic lib support? The proposal doesn't look like it's providing any helpful functionality besides thinly wrapping dlopen/LoadLibrary. I'm also really interested in seeing how reflection will shape out though.
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